Re: [hlcoders] Hiding models during intermission?

2005-03-04 Thread British_Bomber
nodraw? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] 2 quick questions

2005-03-04 Thread Erik K
There are 2 things i'm trying to accomplish at the moment. First I would like to know how to play a sound on all players. Right now I use the following code to play a sound when a player captures a flag: EmitSound( Flag.Captured ); but that only plays the sound on the client if he's close

Re: [hlcoders] 2 quick questions

2005-03-04 Thread Adam \amckern\ Mckern
emit sound pPlayer - i dont know if your source, or hl1 ^ that is hl 1 as for second, take a look at hudmesage cvar (mappers cvar) --- Erik K [EMAIL PROTECTED] wrote: There are 2 things i'm trying to accomplish at the moment. First I would like to know how to play a sound on all players.

Re: [hlcoders] 2 quick questions

2005-03-04 Thread Erik K
Oops ;) That's HL2 i'm working on ;) On Fri, 4 Mar 2005 03:46:49 -0800 (PST), Adam amckern Mckern [EMAIL PROTECTED] wrote: emit sound pPlayer - i dont know if your source, or hl1 ^ that is hl 1 as for second, take a look at hudmesage cvar (mappers cvar) --- Erik K [EMAIL PROTECTED]

[hlcoders] Fast question about the weapon view model !!

2005-03-04 Thread Jose Luis Gonzalez
HI. I'm working now in a sniper rifle for my mod. I have all the code now implemented. Only one one one thing to finish him!!!.(Help,Help) In the Zoom code for the sniper rifle, i need to make disappear the weapon view model whe user turns on the zoom, and make it appear when user turns off the

Re: [hlcoders] Printing things in the console for the client from the Server

2005-03-04 Thread Knifa
That's it, thanks alot. - Original Message - From: Knifa [EMAIL PROTECTED] Hi all. Is there anyway I can print things on the client from the server? Using Msg() only does it for the server. I think ClientPrint and ClientPrintAll will do what your after. ClientPrint( pPlayer,

[hlcoders] Question about Motion Mapper

2005-03-04 Thread J.R. Porter
I understand the animations are done server-side and thus should be kept to a minimum. The question I have is about animations created from the Motion Mapper tool from the latest SDK. Say I have 9 different-sized player models running around in a map using the same souce animations but fitted to

RE: [hlcoders] 2 quick questions

2005-03-04 Thread Yahn Bernier
Use: CBroadcastRecipientFilter filter; Instead of CSingleUserRecipientFilter (there are other convenient filters in recipientfilter.h) Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik K Sent: Friday, March 04, 2005 3:38 AM To:

RE: [hlcoders] Question about Motion Mapper

2005-03-04 Thread Yahn Bernier
You should be okay. It's only when you have many layers and blends that there might be an issue, but you'd have to set up each player's skeleton anyway, so having the data be different shouldn't hurt you too much. Give it a try. yahn -Original Message- From: [EMAIL PROTECTED]

[hlcoders] (no subject)

2005-03-04 Thread Ratman2000
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, i have written an Server Plugin and now i have seen, that the Server Crashs. Than i have cutted off all my Funktions so that the Plugin nothing do... But with this empty plugin the Server crashs

[hlcoders] Server-Plugins Crashing the Server ?

2005-03-04 Thread Ratman2000
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, i have written an Server Plugin and now i have seen, that the Server Crashs. Than i have cutted off all my Funktions so that the Plugin nothing do... But with this empty plugin the Server crashs

[hlcoders] Linux server build is up, but not quite working...

2005-03-04 Thread kingkoozime
I have a Linux server build up and running for my mod, but there are still a few bugs I can't seem to get rid of. First, everyone moves really fast. In my mod there are different speeds for every player, but the server code works fine under Windows. Furthermore, when the players move, their

RE: [hlcoders] Linux server build is up, but not quite working...

2005-03-04 Thread Jay Stelly
SOLID_VPHYSICS static prop with no vphysics model! (models/props_lab/corkboard001.mdl) This is a map bug, but the message is harmless. There's a prop_static that has collisions turned on, but the model doesn't have collision geometry. This message is just letting you know that the corkboard

[hlcoders] HL2MP Speed hack

2005-03-04 Thread Patrick Flanagan
On several servers that are running my mod, I've seen some people using some kind of expoit to allow them to move really fast, much faster than should be allowed by sv_maxspeed. This cheat lets them run accross huge maps in almost no time, and gives them a big advantage over the other players. My

Re: [hlcoders] HL2MP Speed hack

2005-03-04 Thread Ben Davison
I think it's a program that actualy speeds up windows itself, I remember they fixed the problem a while back, but now it's resurfaced. On Fri, 4 Mar 2005 18:02:22 -0500, Patrick Flanagan [EMAIL PROTECTED] wrote: On several servers that are running my mod, I've seen some people using some kind

[hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Knifa
Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Ben Davison
I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Knifa
Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar

Re: [hlcoders] HL2MP Speed hack

2005-03-04 Thread Lance Vorgin
Then I guess HL2 has no speed hack blocker yet. The speed hack is possible because, obviously, there's lag, so the server allows some discrepency between client and server times. Back in HL1 whever the difference got too big they'd freeze for a few seconds, but I guess it's yet to be implimented

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Ben Davison
This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they

Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Knifa
Is there anything I can do about it then? (other than restarting HL2) This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05

Re: [hlcoders] HL2MP Speed hack

2005-03-04 Thread Lance Vorgin
Dude put all anticheat related code on the server whenever possible :o ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders